PCVR/Link Development
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Hi,I'm trying to get the Rift view working with Coin3D, based on an "old" example by jherico.Basically I'm building a simple Coin scene with a perspective camera, light and cube that I render with SoSceneManager. Also I replaced the GLFW window with a QGLWidget, but kept the original OpenGL Cube for comparison.The rendering of the Coin scene happens in renderScene() withSoSceneManager->setViewportRegion(vpRegion);SoSceneManager->render(false, false);In the original example, a shader named Simple.vs/Simple.fs is used to color the sides of the cube and correct its position/rotation for each eye, by calculating the translation*rotation matrix and setting gl_Position to it. Applying the position manipulation of the shader to the scene didn't work for some reason, so I tried replicating this behavior with Coins camera, by extracting the translation and rotation from the calculated matrix with SbMatrix.getTransform(translation, rotation, scaleFactor, scaleOrientation); and settingSoPer
Hi folks,After my first days with DK2, my main concern is lack of full body rotation. DK2 is great for 'chair' games like racing, flight simulators, but its very disturbing for first person games, when sometimes you rotate with your head, and some times with mouse - this could give you nausea. I've seen some ideas here for ceiling mount, but there is still problem of tangled cables. Same goes for Cyberith, and Virtux Omni platforms.I was wondering, if we could connect using Capsule Slip ring?Something like thishttp://www.aliexpress.com/store/product/18-wires-Capsule-Slip-ring-OD-12mm-for-CCTV-systems-medical-equipment-robotics/828178_1108380779.htmlThis is 18 wires version, HDMI uses also 18 and USB 4, but since there is no audio maybe 18 could be enough.Question is - is there any loose of signal or quality?This could also work with swivel chairs - hide slip ring inside seatpost----------EDIT - i just found those Slip Rings, up to 24 wires, and are used in "motion control, rotating hig
Hi all,If I go into the "Rift Display Mode" and try to switch to 'Extended Desktop to HMD' modeI get a Blue Screen in Windows (didn't see that in years!!!).So I'm stuck for now on "Direct HMD Access from Apps"...Anybody else had this happen to them ??My specs:DK2Windows 7Geforce 9600 GT (my GeForce 980GTX is on it's way)Latest Nvidia drivers installedLatest firmware on DK2 (2.12)Latest Oculus Runtime installed (0.4.2)
I would like to point out main disadvantages of current barrel distortion solution know as "pixel mapping":• Black borders around image (21% of screen is not in use)• higher resolution (than screen) buffer slows down FPS• current distortion is post-effectNow that you know this mystery I can describe to you the solution that I invented.Basically lets see how 3D objects are projected on flat "screen"This is oversimplificated presentationTo create distorted image, projection on curved surface can be done, but you must know that computer sees single polygons as projected objects...and wall divided by 3 polys looks like this:but... we can cheat it!What is the difference between flat projection and curved projection?The distance between focal point and the pixel! :Dsimple presentation –>Moving focal point for every pixel creates curved image.How to achieve it?Assume that you have 1920x1080 screen and 110 fov:Xres = 1920Yres = 1080FOV_H = 110Distance between pixel and focal point for left/
Over one month ago we released the downloadable TurboTuscany demo with support for Oculus Rift with Kinect, Razer Hydra, or PS Move. Since then we released a new video demonstrating full-body avatar control using Kinect + PS Move combination:Below I sum what we learned while developing the TurboTuscany demo. Some of our findings are consequential, while some are common knowledge if you have developed stuff for Razer Hydra, Kinect, or PS Move before.Latencies of used devices:Oculus Rift > Razer Hydra > PS Move > KinectBody tracking with Kinect has an easily noticeable lag, has plenty of jitter, and the tracking fails often. Nevertheless, Kinect adds a lot to the immersion and is fun to play around with.From all the positional head tracking methods available in our TurboTuscany demo, PS Move is the best compromise: big tracking volume (almost as big as Kinect's) and accuratetracking (not as accurate as Razer Hydra though). Therefore the best experience of our demo is achieved wi
Hi,Anybody else getting camera out of range issues with a multitude of demos? I tried moving in the camera closer, farther, different angles, etc... sometimes it works, sometimes it doesn't. The Oculus configuration utility demo scene always seems to work. I thought maybe I'm having infra red interference in my room, but the demo scene would also have issues. So I'm wondering if this is an implementation problem. Any ideas? Do Oculus publish guidelines and code examples for this sort of thing?On a side note, I think EVERY application should have a reset position button. I personally like the back button (on game pad) and backspace on the keyboard (nice big key on a corner, easy to hit).Thanks and keep up the good work everybody!Nic
Hi, we are development a hardware complement to Oculus VR.We'd like to make compatible our hardware (aka advanced force feedback) to oculus and oculus compatible games.Is it possible get world character position and orientation (not head) from any game tittle?.Any Game compatible Oculus->Oculus->Our deviceWe'd like to attach our system driver to a output data channel from Oculus.Our project is well underway, we have several working prototypes from own games. It's really awesome. But we'd like to open to any compatible Oculus Game.Thanks you.jesus
Hi,I am using Qt framework to develop my app. When I use Extend mode in Oculus Configuration Utility I have no problems.But when I use Direct Access mode my app crashes at startup. Especially it crashes when I call ovr_Initialize(). It seems to have conflicts with Qt initialization.The problem is that I tried to call ovr_Initialize() as soon as possible, I mean first instruction in main.cpp, and it still crashes.Any idea about this issue ?
Hi,I'm having problems getting any data from the Rift without having the HDMI cable connected.My setup:PC1: should do the renderingPC2: should process the headtrackingunfortunately I can't get an HMD Handle from ovrHmd_Create when the HDMI Cable is not connected (or is connected to another PC). The Oculus Config Util also says "no HMD device connected" when the HDMI Cable is not connected or connected to another computer.Is there a way to solve this problem?Thanks
Hello. I'm trying to make my own game engine, and trying to implement the oculus. I have rotations and translations being inputted which is awesome, but I'm still having a bit of trouble with a few things, which I will list below: ANY help is greatly appreciated.1.I want to create the distorted eye mesh that the image is mapped onto - how do I do this? Like I actually want to write the loop that creates it. I looked through the source code, but couldn't find where the vertices are defined. I saw something which seems to specify the uv coordinates for each rgb value - is this right? each vert will have 3 uv coordinates for each color value? Also, what is the function to generate the vert positions? I assume uv coords will just be 1.0 - (currentVert / vertsAcross), and then shifted for each value. I want to generate this myself because I saw in the source code it looks like it generates the mesh every frame. I could be wrong, but that's what it looked like, and I'm just gonna generate th
At least for the DirectX 9 distortion renderer, it does NOT seem to restore the entire state that it changes. For example, it doesn't restore what shaders, vertex/index buffers, or textures were set to before the call to ovrHmd_EndFrame.If it won't be fixed, then please at least document what it doesn't restore.Thanks.
I'm attempting to get a quick Oculus prototype running with one of our old game engines (Vicious Engine 1), and I'm still working on getting stereoscopic 3D working. I've read the docs, and I feel like I understand the concept, but I can't seem to get a proper 3D image. At this point, I'm not worried about distortion, I'm just trying to get the stereoscopic viewports working. Right now, I have two viewports, each offset from the center of the player, parallel to each other. However, I have to toy with the IPD, and once I get it right while looking at an object, it becomes incorrect for other objects further (or closer) distance away. And as soon as I move away from the object I was looking at, that object also becomes doubled. So my question is, what am I doing wrong? Or, does anyone more experienced know what I'm doing that's causing this?Thanks for your help,Shane
The UNIGINE Engine will be integrated with Oculus SDK fully in this weeks SDK release of their Engine.http://unigine.com/
Hi all,I'm fairly new in the Oculus community. My interest is to build applications (not games) for the Oculus, because I think immersive 3D environments can give application design whole new dimensions. I have been writing web apps and iOS apps for my professional career. Oculus is such an exciting HCI, that I would love to write apps that run on it too.I tried searching for information on work (both official and un-official) that has been done on constructing an app framework for Oculus, but I could not find a meaningful thread anywhere. It seems like the majority of effort right now is for game development (?).If anyone knows of any efforts being done on in the space of app development, or app framework development for the Oculus, please give me a ping, thanks! :)
I've seen people say anywhere from just under 8 to 9 pixels/degree, and that it is a mostly uniform angular resolution across the FOV. Where does this number come from? If I try to calculate it two ways I get vastly different results. One way is to say, there is 90 degree field of view, and 960 horizontal pixels per eye. You are getting about 85% of the pixels in that FOV so 0.85*960/90 = 9.06 pixels per degree.The screen has a PPI of 388. I know they use a 10x magnification aspheric lens. 1/388 = 0.00258 inches per pixel.Assuming the eye is ~2" away from the screen, the angular resolution of each pixel without a lens would be 4.4301 Minutes. Magnify that by 10x and you get 44 minutes per pixel, or 1.36 pixels/degree.Maybe my assumption about the lens isn't right. What do you think?
Hi All,Got the DK2 today. All set-up successfully, but when in-game e.g. Sightline or laserface, the keyboard won't work. It appears to be picking up the initial press-a-key, then F12 to recenter, but then I cannot navigate the menus. I have tried arrows, WASD, but nothing. Yet if I hit F12 it still recenters, and if I hit escape twice it reloads the main menu. Plus F displays info. So it is basically taking all the keys except those to actually action the thing. If I take of my headset and look at main monitor I can type fine.Any thoughts? I've plugged the keyboard into a different USB port. Using in extended mode as direct doesn't work for me, with wireless keyboard and mouse.Chris
I updated the demo to work with the new SDK. Positional tracking is not applied to the camera, but it can easily be added. You can access the source code here. Here are two screenshots for those who are curious.
I am looking at creating a space exploration experience in VR and just came across "Space Engine", which I have just downloaded. Does anybody have any experience with Oculus DK2 integration?
Hi All,I've posted a few new locomotion concepts at MTBS http://www.mtbs3d.com/phpBB/viewtopic.php?f=145&t=20147.Apologies for no complete post here as the i've packed everything into a PDF and couldn't upload here.Let me know what you think ??Cheers,Detlev
Have you tried it standing up? I did and loved the experience, you really feel immersed. I was brave enough to try it alone, with no one around to catch me. I managed to make it through on my first run only falling back down on my chair once. :) On my 2nd and 3rd runs I didn't fall, but I was still off balance.I also tried standing during the Cyberspace demo, twice, and both times I was too chicken and ripped off the rift after 5 seconds as soon as the chair lifted. I gotta try that one again with someone around who can catch me. Or the the next time I demo the rift I'll have to remember to get someone to try this one standing so I can put it on YouTube. :)So I had some people over on the weekend and had them try UE4 Roller Coaster for the first time. And I figured why not let them experience it while standing. They were off balance most of the time and I had to grab them so they wouldn't fall, but they were laughing the whole time and really enjoyed the experience. Here's one of the
I have had the second version of the Oculus since it was made available to beta testers and still can't get it to work. Is there alot of people still having this problem? I live in the Tampa, FL area and I am willing to pay for someone to come help me set it up. Maybe 50$/hr or so if you know what you are doing. Please PM if you can help. As for others here, can anyone post their work arounds that got their oculus working that was not in the instructions given by oculus? Thanks.Visit my Unreal and Unity Blog! http://malospam.blogspot.com/
I would like to ask the community your experiences with the Rift (DK2) because I'm beginning to think that there is nobody out there enjoying the Rift for more than 15 minutes.The only demos that work for me are the ones that doesn't involve camera motion inside the game.Some other demos give me sickness in just 15 or 30 secondsPlease answer here with your opinion and your tech specs and time using the Rift without sickness.
Hi,there is an easy and simple fix for the broken Hydras.Found here: http://www.mtbs3d.com/phpBB/viewtopic.php?f=120&t=18703#p143922Problem: - Hydra is on and connected- Sensors "kind of" work- But unable to really control anything- Simple3D looks like: http://www.youtube.com/watch?v=ZsW9_GDEANQ- Simple3D download & install (SDK) http://sixense.com/hardware/sixensesdkCause:- The two connectors of the blinking LED are swappedFix:- You need to open the base station (really no big deal!)- Look at http://howiem.com/wordpress/index.php/2013/04/18/razer-hydra-base-station-teardown/ for pictures and a detailed description- nibble off the rubber on the bottom- Screw out the 4 screws under the rubber, another 3 screws & unplug plastic- Screw out 2 more screws to release the controllerboard- There are two connectors, at the assembly someone has put them on the false spot.- http://howiem.com/wordpress/wp-content/uploads/2013/04/HydraBaseTeardown-howiemnet-125.jpg- These two need to be
Hey everyone!I've recently started programming for the Oculus and to get started without having to write a ton of code first, I've decided to take the OculusWorldDemo, remove the XML-file-based scene loading process, and construct/inject my own 3d models using the Model, Texture, Fill, etc classes. I think this is a pretty straight forward way to have a reasonably good 3d engine with input controls, audio, lots of debug features, etc. Is this a good or bad idea? What is the license like on these libraries - can they be used as the engine underlying commercial projects? At any rate, it seems to work quite well at the moment.I would like to add a Geometry Shader to my shader set, yet it is unclear to me how to add an arbitrary Geometry Shader to the LibOVR/OculusWorldDemo engine. I have made some attempts with the OculusTinyDemo and had some success but I get some strange behavior (for instance, setting a geometry shader for any model will cause OTHER models in the scene to render on onl
Hi all,I just tried using my new DK2 last night for the first time, and boy did I run into problems !My specs:Windows 7Geforce 9600 GT (my GeForce 980GTX is on it's way)Latest Nvidia drivers installedLatest firmware on DK2 (2.12)Latest Oculus Runtime installed (0.4.2)First of all - in the "Rift Display Mode" - I cannot switch to 'Extended Desktop to HMD' mode.If I try to switch to it - I get a Blue Screen in Windows (didn't see that in years!).So I'm stuck for now on "Direct HMD Access from Apps"...oh, and I also tried using the flag for forcing DirectX11 with no luck... Here is the list of demos I've tried to runOculus Unity Demo (Tuscany) + "Direct To Rift" mode crashes (with the error "The game crashed. The crash report folder named 'xxx-yyy-zzz' next to game executable.It would be great if you'd send it to the developer of the game!") + Regular mode - game starts in the middle (between desktop screen & DK2 screen) - need to manually drag it to DK2 screen - still seeing t
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